The work required for building sea sectors is zero in sect.config.
When a deity runs neweff or production on a sea sector, e.g. with
"neweff *", buildeff() divides by zero. Same when a player or deity
runs work with an engineer in a sea sector. Broken in commit
2ffd7b948 "config: Make work to build sectors configurable", v4.4.0
Fix buildeff() to avoid the division. Change the required work to 100
in sect.config for good measure.
Cover deity use of neweff and production in tests/update.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Each point of gold resource is worth 5d. Except for mountains, where
it's just 3.75d. This is because a mountain's process efficiency is
only 75%. Has been that way since Empire 3 made mountains mine gold.
This is actually a needless complication: a sector with 75% process
efficiency produces just like one with 100% process efficiency and 75%
of the resource.
Increase mountain process efficiency to 100%. Deities may want to
compensate by adjusting mountains' gold resources.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The work required for a product is traditionally the amount of raw
materials, plus 1 for resource usage, or 1 if using neither. Make it
independently configurable instead, via new product selector bwork,
backed by new struct pchrstr member p_bwork. Keep the required work
exactly the same in the default configuration.
Clients that compute work from materials need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The asat's impact on the target does not depend on its shell load (it
sometimes did until commit cf960a573 "Make anti-sat launch consistent
with interception", v4.3.23). The shell use is logistical busy-work,
and economically irrelevant. Remove it.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Commit 1ec9b94 normalized version numbers in test output to 4.3.34,
because that was thought to be the next version then. 4.3.34 has
become 4.4.0 meanwhile. Update the normalization just to avoid
mention of 4.3.34.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Relations state is relatively bulky: it's a big chunk of struct
natstr, and adds 200 bytes per country to xdump nat.
Relations change rarely. Rewriting it to disk on every nation update
and retransmitting it in every xdump nat is wasteful.
To avoid this waste, move relations state to its own struct relatstr.
This is of course an xdump compatibility break. We're not maintaining
xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
New struct relatstr is basically empty so far. The next commit will
move relations state from struct natstr to struct relatstr.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Reject state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat.
Reject state changes rarely. Rewriting it to disk on every nation
update and retransmitting it in every xdump nat is wasteful.
To avoid this waste, move reject state to its own struct rejectstr.
This is of course an xdump compatibility break. We're not maintaining
xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
New struct rejectstr is basically empty so far. The next commit will
move reject state from struct natstr to struct rejectstr.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Contact state is relatively bulky: it's a big chunk of struct natstr,
and adds almost 200 bytes per country to xdump nat for deities.
Contact changes rarely. Since we avoid unnecessary updates, it
doesn't change at all unless option HIDDEN is enabled. Rewriting it
to disk on every nation update and retransmitting it in every deity
xdump nat is wasteful.
To avoid this waste, move contact state to its own struct contactstr.
This is of course an xdump compatibility break. We're not maintaining
xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
New struct contactstr is basically empty so far. The next commit will
move contact state from struct natstr to struct contactstr.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Infrastructure requires lcms and hcms to build. The build materials
are exposed as infrastructure columns lcms, hcms (struct sctintrins
members in_lcms, in_hcms). They are per point of efficiency. In
contrast, sector and unit build materials are defined for 100%.
We want to define build materials for 100% now, for flexibility and
consistency, and we want to optionally support more build materials in
the future. Replace members in_lcms and in_hcms by array in_mat[],
and provide selectors l_build and h_build.
Additionally provide selectors for all other item types, with value
zero, to help clients prepare for future additional materials. Use
CA_DUMP_ONLY to keep them out of configuration tables until they
actually work.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Infrastructure build cost is defined by infra column dcost (struct
sctintrins member in_dcost). It's the cost per point of efficiency.
In contrast, sector and unit build cost is defined for 100%, by
sect-chr, ship-chr, plane-chr, land-chr, nuke-chr column cost.
Switch to build cost per 100%, for flexibility and consistency:
replace struct sctintrins member in_dcost by in_cost, and selector
dcost by cost.
With cost values that aren't multiple of 100, the build cost may have
to be rounded. Do this exactly like we round sector build cost: the
amount is limited to money * 100 / cost rounded down, but the money
charged is actual amount * money / 100 rounded randomly.
Do the same for mobility use: replace struct sctintrins member
in_mcost by in_bmobil, and selector mcost by bmobil, with similar
rounding.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The xdump field data types are abstract symbols "d", "f", "s" and "c".
However, the abstraction leaks: we dump the enum nsc_type ca_type
values verbatim in meta table field "type", and have symbol table
meta-type map all integer types to "d", and both floating-point types
to "f". Not a problem for well-behaved clients, since all they do
with the dumped value is referencing table meta-type. It is a problem
for version-test: since the integer type compatible with an
enumeration type is implementation-defined, the type value of
selectors of enumeration type can vary between compilers. It also
makes table meta-type a somewhat ugly exception to the rule that a
symbol table maps integers to names 1:1.
Virtual selectors let us seal the abstraction: dump the promoted
ca_type value.
The integer types get all promoted to NSC_LONG. This takes care of
version-test.
The floating-point types get all promoted to NSC_DOUBLE. Makes sense.
NSC_STRINGY gets promoted to NSC_STRING. This changes all field data
types "c" to "s". Getting rid of "c" is a welcome simplification,
because now the meaning of meta type field "len" no longer depends on
"type", but always means that the array is dumped as that many fields.
We lose string length limit information, though.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Wilderness costs nothing to build (since Chainsaw 3), but efficiency
doesn't affect their mobility cost of 0.4 (commit 083003a, v4.3.6).
Plains (since 4.2.0) cost the customary $100, and mobility cost drops
from 0.4 at 0% to 0.2 at 100% efficiency.
Change plains to match wilderness: waive build cost, set mob1 to 0.4
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The collection value of a sector is
sector value = sector type value * (sector efficiency + 100)
+ sum of item values
item value = item type value * amount
The sector and item type values are configurable.
The item type collect values aren't too far off the power values:
uid mnem pow val pow/val
0 "c" 50 1 50
1 "m" 100 0 inf
2 "s" 125 5 25
3 "g" 950 60 15.8
4 "p" 7 4 1.75
5 "i" 10 2 5
6 "d" 200 20 10
7 "b" 2500 280 8.9
8 "f" 0 0 NaN
9 "o" 50 8 6.25
10 "l" 20 2 10
11 "h" 40 4 10
12 "u" 50 1 50
13 "r" 50 150 0.33
The power value is very roughly ten times the collect value, except
for civilians and uw it's 50, for rads its 0.33, and military are free
to collect. The latter two make no sense.
Replace the item type collect value by the power value / 50 for
people, and by the power value / 10 for everything else. This makes
collecting military, shells, guns and uw more expensive, and petrol,
bars, iron, oil and rads cheaper.
The sector type values are basically arbitrary. For instance, an iron
mine costs five times as much as a wilderness, but a third of an
uranium mine, regardless of actual resource contents.
Replace this by different arbitrary values:
sector value = (item value of materials necessary to build it
+ build cost) * efficiency / 100
+ sector type maximum population
+ sum of item values
Some sector types become cheaper, some more expensive.
Drop sect-chr and item selector value.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Traditionally, building up 100% takes 100 work. Make the work to
build configurable, via new sect-chr selector bwork, backed by new
struct dchrstr member d_bwork. Keep the required work exactly the
same for now.
Tearing down sectors remains four times easier than building.
Clients that hardcode sector build work need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sectors require lcms and hcms to build. The build materials are
exposed as sect-chr columns lcms, hcms (struct dchrstr members d_lcms,
d_hcms). They are per point per point of efficiency. In contrast,
unit build materials are defined for 100%.
We want to define build materials for 100% now, for flexibility and
consistency, and we want to optionally support more build materials in
the future. Replace d_lcms and d_hcms by array member d_mat[], and
replace selectors lcms and hcms by selectors l_build and h_build.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selectors lcms and hcms virtual instead,
with value l_build / 100 and h_build / 100 rounded up, and deprecate
them. Deities would have to avoid l_build and h_build values that
aren't multiples of 100 for this to work fully. But we're not
bothering with maintaining xdump compatibility in this release.
Provide selectors for all other item types, to help clients prepare
for future additional materials. Use CA_DUMP_ONLY to keep them out of
configuration tables until they actually work.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sector build cost is defined by sect-chr column build (struct dchrstr
member d_build). It's the cost per point of efficiency. In contrast,
unit build cost is defined for 100%, by ship-chr, plane-chr, land-chr,
nuke-chr column cost.
Switch sectors to cost per 100%, for flexibility and consistency:
replace struct dchrstr member d_build by d_cost, and replace selector
build by selector cost. Naming it cost for consistency with units is
possible only because the previous commit made the name available.
This is an xdump compatibility break. To provide the customary grace
period, we'd have to make selector build virtual instead, with value
bcost / 100 rounded up, and deprecate it. Deities would have to avoid
bcost values that aren't multiples of 100 for this to work fully. But
we're not bothering with maintaining xdump compatibility in this
release.
With bcost values that aren't multiple of 100, the cost of sector
building may have to be rounded. On the one hand, the cost of sector
demolition has always been rounded up. On the other hand, the cost of
producing stuff is rounded randomly. For now, round up, because
rounding randomly would affect subsequent random rounding, and upset
the smoke test.
Fortunately, show se b already shows build costs per 100%, since
commit 48ff096, v4.3.23.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Give sector types capability flags (dchrstr member d_flags), like
ship, plane, land unit and nuke types have.
Member d_cost is effectively a flag since the previous commit.
Replace it by capability flag "deity". This is an xdump compatibility
break. To provide the customary grace period, we'd have make selector
cost virtual instead, and deprecate it. But we're not bothering with
maintaining xdump compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Chainsaw 3 added the designate cost along with extra build cost and
materials, and used both to make fortresses expensive. Unlike build
cost and materials, the cost to designate didn't pass the test of
time: it was set to zero in Empire 2. Get rid of it.
sect-chr selector cost and struct dchrstr member d_cost have to stay,
because they're still used to configure whether a sector may be
designated by players (see commit 8d792e1).
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Ship, plane, land unit and nuke types require lcms and hcms to build.
Planes also require military, and nukes also require oil and rads.
These build materials are exposed as ship-chr, plane-chr, land-chr,
nuke-chr selectors l_build, h_build, crew, o_build, r_build.
We want to optionally support more build materials in the future. To
help clients prepare for that, provide selectors for all other item
types. Use CA_DUMP_ONLY to keep them out of configuration tables
until they actually work.
Rename selector crew to m_build for consistency. This is an xdump
compatibility break. We could easily add m_build and deprecate crew
to provide the customary grace period for such breaks. However, more
xdump changes are coming down the pipe, and for some of them providing
a grace period wouldn't be as easy. Ron Koenderink assures us WinACE
doesn't need a grace period. So don't bother with maintaining xdump
compatibility in this release.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
struct castr ca_flag NSC_EXTRA was introduced in commit 3e5c064
(v4.2.18) to permit selectors that aren't in xdump.
Flag NSC_CONST was introduced in commit 445dfec, and put to use in
commit d8422ca (both v4.3.0) to protect certain table elements that
should not be changed in customized tables.
Both flags apply only to xdump, not to other uses of struct castr,
such as conditionals.
Combining NSC_EXTRA | NSC_CONST makes no sense.
I'll shortly need a way to keep selectors out of configuration tables
for conditional selector and xdump command forward compatibility.
Doing it as a third flag would add more nonsensical combinations.
Convert the flags to a separate enum ca_dump instead:
neither -> CA_DUMP
NSC_CONST -> CA_DUMP_CONST
NSC_EXTRA -> CA_DUMP_NONE
Bonus: unlike the flags it replaces, ca_dump is not visible in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Items, ships, planes and land units all contribute to the power
factor, which determines position on the power chart.
Items are worth
amount * item value * (0.5 + nation tech level / 1000.0)
The item values aren't quite right: producing stuff can *hurt* your
position on the power chart. Food, uw and rads are worth nothng.
Reduce the value of oil, and give rads the same value as oil. Tweak
value of iron and oil products so that production's power change is
roughly zero around p.e. 0.9 (tech 110), except for construction
materials, where it's zero at p.e. 0.5 (tech 0). Construction
materials become less valuable, shells, guns and petrol become more
valuable. Increase value of bars to roughly match the other changes.
It may still be too low. Halve the value of civilians, and give the
other half to uw. Results:
old new change
civ 100 50 / 2
mil 100 100
shell 80 125 * 1.5625
gun 400 950 * 2.375
pet 2 7 * 3.5
iron 10 10
dust 200 200
bar 1000 2500 * 2.5
food 0 0
oil 100 50 / 2
lcm 100 20 / 5
hcm 200 40 / 5
uw 0 50 new
rad 0 50 new
Ships, planes and land units are worth
base value * effic/100.0 * (0.5 + unit tech level / 1000.0)
For ships and land units, the base value is
lcm/5.0 + hcm/5.0
Build cost is ignored, but lcms are valued twice as much "loose" ones
(before this commit). Therefore, building stuff can change your
position on the power chart in both directions, depending on the type
of build.
For planes, the base value is
20 * (0.5 + nation tech level / 1000.0)
Build cost and materials are ignored, and tech is squared. This
is plainly absurd.
Unify to
(power value of money and materials to build) * effic/100.0
This formula is chosen so that building stuff doesn't change your
power factor. Bonus: it doesn't assume anything about possible build
materials.
For ships and land units, factoring in build cost overcompensates the
discounted value of construction materials more often than not.
Noteworthy changes for the stock game:
ship type old new change
ss slave ship 20 5.8 * 0.29 largest decrease
cs cargo ship 20 7.8 * 0.39
ts trade ship 60 25.5 * 0.42
frg frigate 12 7.8 * 0.65
bb battleship 24 21.8 * 0.91
cal light carrier 22 30.4 * 1.38
can nuc carrier 30 84.6 * 2.82 largest increase
land unit type old new change
hat hvy artillery 12 9.6 * 0.8 largest decrease
linf light infantry 2.4 3.32 * 1.38
cav cavalry 3 5.4 * 1.8
inf infantry 3 5.4 * 1.8
lar lt armor 3 6.4 * 2.13
com commando 3 15.4 * 5.13
eng engineer 3 30.4 * 10.13
meng mech engineer 3 45.4 * 15.13 largest increase
For planes, the power value change depends on the type. Below a
certain nation tech level, planes of this type become more valuable,
above less.
For the stock game, planes costing at most $1000 become less valuable
at any nation tech level that can build them, and planes costing at
least $1800 become more valuable at any practical tech level,
i.e. under 400. Noteworthy planes:
plane type new
sam Sea Sparrow 2.1 least valuable
f2 P-51 Mustang 4.34
lb TBD-1 Devastator 5.92
jf1 F-4 Phantom 10.6
tr C-56 Lodestar 10.78
jt C-141 Starlifter 15.86
jhb B-52 Strato-Fortress 33.54
ss KH-7 spysat 41.2 most valuable
The old value is a flat 12 at nation tech level 100, 15 at tech level
250, and 18 at tech level 400.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Custom games may want to tweak how items contribute to the power
factor, in particular when products are also customized. Add ichrstr
member i_power and item selector power for that.
"info power" doesn't reflect this change, yet. It'll be updated in
the next commit.
The current item power values are problematic. This will be addressed
later.
For straightforward configurations, reasonable item power values could
perhaps be derived from the configuration automatically. However,
this is surprisingly hard in the general case: since producing things
should not decrease power, the efficiency of processing products into
other products needs to be considered, and estimating these
efficiencies can be difficult.
Deities can create multiple products making the same item, or multiple
sector types with the same product, but different process efficiency
(sect-chr selector peffic). Providing differently efficient ways to
make the same item can be reasonable when the sector types involved
have different terrain. To average them, you'd need to know the map.
The stock game has one example: gold mines produce dust with 100%
process efficiency, mountains produce it with 75%. Mountains are
normally rare enough not to matter.
Level p.e. (product selectors nlmin, nllag) may have to be considered.
In the stock game, level p.e. variations are minor, because it reaches
0.9 pretty quickly. In games where it doesn't, you might have to
increase the power value of the product.
Resources (sect selectors min, gold, fert, ocontent, uran) and
resource depletion (product selectors nrndx and nrdep) further
complicate things: you might want to increase the power value of
products depending on unusually scarce resources, but you can't know
what's scarce without understanding the map.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Use a single array member instead of multiple scalar members. Only
the array elements that replace scalar members are can be non-zero for
now.
This is a first step to permitting more build materials.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The work required for build and repairs is traditionally a function of
build materials: 20 + lcm + 2*hcm for ships, planes and land units,
and (lcm + 2*hcm + oil + rad)/5 for nukes. Make it independently
configurable instead, via new ship-chr, plane-chr, land-chr, nuke-chr
selector bwork, backed by new struct mchrstr member m_bwork, struct
plchrstr member pl_bwork, struct lchrstr member l_bwork, struct
nchrstr member n_bwork. Keep the required work exactly the same for
now.
Clients that compute work from materials need to be updated. Easy,
since build work is now exposed in xdump.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Exercise version, show and xdump, except for xdump of game state.
The xdump part is mostly factored out of tests/smoke.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>